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Hold On!

When animating, you may want to have your character hold on to some stationary object or set piece. If you remember back in the chapter on rigging, this is one of the situations where you would want to use a traditional targeted IK solution (weight-bearing bone chains should use full IK). Even if your arms are not rigged with full IK, you can still make it work.

Blender allows you to attach localized constraints to a proxied armature so that you can build nice little constraint networks that are specific to your shot without altering the master asset file.


  

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